Halo Wars (Xbox 360)

This is the way Ensemble ends. Not with a bang but a whimper.
2/23/2009 6:23 PM | 12 Comments | Page 1 of 4

What's Hot: Great Halo feel; Good asymmetry between the two sides; Decent interface

What's Not: Interface falls apart at important points; Bad pathing AI; Would play better on a PC
Try It!
Tom Chick
Tom Chick
Status: Battle dancing
This is a review I don't want to write. The closing of Ensemble Studios was a great loss for fans of real-time strategy games, and the developer has given me some of my favorites in the genre. Ensemble's Age of Empires III is a grand accomplishment that I'll still be playing years from now. So I had hoped its final game, Halo Wars, would be a supernova RTS achievement. It's not. It's yet another attempt to shove a PC-shaped RTS into a console-shaped hole. This is the way Ensemble ends: not with a bang but a whimper.

Halo Wars for Xbox 360 review
It wouldn't be a Halo game without expensive-looking cut scenes.
There's a lot of really nice Halo atmosphere here, from the familiar green-and-purple aesthetic to cut scenes with high production values. The storyline, a prequel to the shooters, hits all the usual Halo beats: Covenant, then Flood, then super Precursor weapon with automated defenses, then a bomb, and then a big explosion, and then a sappy ending. The writing isn't very good, and the only memorable character is the ship's sassy AI, who's sort of like Cortana with an attitude glitch. But even though the single-player campaign is your typical dull, scripted stuff that only lets you play as the space marines, it has a few memorable set pieces. I'd even go so far as to say it's got a lot of replayability, thanks to Ensemble's clever adaptation of Halo 3's co-op gameplay and secret skull system.

As a multiplayer game, there's clever asymmetry between the humans and the aliens, but in a post-StarCraft world, it's hard to shake the feeling that two sides is at least one side too few. It's a shame the Flood and the Halo defenses aren't playable, although they are built into a couple of the multiplayer maps. The skirmish artificial intelligence is pretty good, varying its tactics and using special abilities sensibly. But as a multiplayer game, I have to wonder what sort of community this game will have. I'm not convinced there's a large audience for Halo Wars. The Halo name will be a huge draw, but will Halo fans want to play a console RTS? Will they be as dedicated to this as they are their beloved shooter? Or will this dwindle to a small community of hardcore players? Time will tell.

Lean mean RTS machine

Halo Wars for Xbox 360 review
Green vs. purple
If there's one word you could apply to Halo Wars, it's streamlined. That's not necessarily a bad thing, as the streamlining helps make it manageable. The units are mostly broad strokes, with no more than 10 per side. The economy is simple and hands-off. The base-building is focused on pre-set nodes on the maps. The tactical AI is expected to take care of most of the basics during a battle. There aren't any numbers to fuss with in terms of unit damage, hit points, upgrades and so on.

But this is still very much an RTS in the PC tradition. It's based on drag-selecting units without drag-selecting, moving around the map quickly without being able to use the mini-map, and pinpoint-clicking without a pinpoint-accuracy pointer. In other words, the curse of mouse-less real-time strategy gaming. Here you won't find any EndWar-style flash of genius or Pikmin-esque revolution. Halo Wars simply does what most other RTSes in the same situation do: shrugs and tries to make the best of it.

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Comments

  • Blue227
    Blue227

    3/27/2009 5:09:25 AM

    And in response to your comments about the story in the campaign. I found it very enjoyable. The climax was borrowed from some of the other Halo games. And Ensemble seemed to miss the fact that the flood parasites don't take over and convert Grunt and Jackal bodies like they do Elite and Human bodies. Elites and Humans (and Brutes) become the fast, run-jump-and-hit-you type flood. Grunts and Jackals become the slow, top-heavy flood that fall and explode into more of the basic flood form. This has to do with Calcium deposits in the body. Not sure why I know that. Then again, it's pretty easy to see that Ensemble took some liberties with the flood anyways for RTS game play purposes. The rising action all along that led up to the climax was very unique in comparison to the other Halo games (in spite of the order that the player meets enemies). The Halo Timeline does a lot to add to this great story. Many of the cut scenes were absolutely thrilltastical. And the ending itself, while falling along the lines of the other Halo endings, still causes the mind to race. The campaign story plunges deep into the Halo Universe, resulting in my great desire to read the Halo books now; and with the ending of Halo Wars, I just can't wait for some book, movie, or other game to come along and pick up the story where Halo Wars left off.

    Reply »
  • Blue227
    Blue227

    3/27/2009 4:45:44 AM

    continued from below...

    Also, if you have air units, such as 5 Hornets (40 population) - separate them from the rest of the group to begin with when moving your army up (remember: double-tap 'A' or RB/LB and shuffle through with RT) - attack with your ground forces first and then reselect your 5 Hornets (down on the D-pad or RB/LB and shuffle through with RT) and send them into the fight like you would with calvary.

    It's really not that hard. Honestly, who struggles with tupperware like that?

    In addition to these things, you forgot to mention the Leader Abilities. Each of the 6 Leaders (Cutter, Forge, Anders, Regret, Arbiter, Brute Chieftan) all have their own unique ability that you can use (at the cost of supplies) and which must recharge (unless you're playing one of the Covenant). UNSC Leader Abilities are always available to the player by pressing up on the D-pad. These have a fairly large area of effect. They have a set cost and must recharge after use. Covenant Leader Abilities work more like a units special, 'Y' attack. They're only available when you have your Leader out on the field and are fairly well restricted to use within range of your leader. These abilities eat up your supplies at a fairly high cost per second. They can be just as destructive as UNSC Leader Abilities if not more so when used properly, and have no recharge time that I'm aware of. Covenant Leader Abilities are so destructive that the UNSC even has an ability nullifying bomb that can be dropped within range of the Covenant leadership so as to prevent them from using the abilities temporarily at another set cost again. The UNSC can also Heal & Repair again at a set cost. This too is an area of effect ability.

    All in all, the combat can become pretty deep at times depending on the build of your army. It's still an RTS though. Whoever has the Largest, most well supplied army at the right time wins. The controller doesn't change that.

    Reply »
  • Blue227
    Blue227

    3/27/2009 4:18:07 AM

    continued from below...

    Basically, this makes combat fairly well manageable provided you're not trying to squeeze everyone in through a tight corridor or over a thin bridge.

    Let's say you're rolling up on an enemy base with 10 Marine Squads, 5 Warthogs, and 5 Scorpions (30 population). As you correctly pointed out, unit special abilities can get tricky here; however, you misrepresented the Warthog special ability: Ram. Let's say your enemy has a cluster of guys standing in front of said base. As soon as your units move within range (of sight) of his units, they'll all start trading shots. As you pointed out, if you select all of a certain type of unit and use their special, 'Y' attack, they'll all fire at the same unit. This is almost always a waste, especially when it comes to the Scorpion, whose Canister Shell ability doles out some pretty hefty damage. 1 Canister Shell is enough to take out most any other single unit, you don't 5 Canister Shells all focused on the same unit, so that for the next minute or so, you have to wait while it recharges. This is relatively the same with the Marine Squad's special ability, Throw Grenade/Shoot RPG. You don't need 10 RPGs hitting a grunt. However, the Warthog special ability, Ram, works differently. Hit the 'Y' button on one unit and the Warthogs will usually all spread the attack out to multiple units (unless they're held up somewhere). If nothing else, not all of the Warthogs will be able to use their special Ram attack at the same time, so you can re-use it else where with the others.

    So when you're moving your "blob" army up, you can easily divide them up and direct their attacks and not get destroyed like a n00b by using the interface properly. Ram the enemy infantry with your Warthogs (try to position them in the lead when moving your army up), take out strategic targets with your Scorpions' Canister Shells, and bombard your enemies base with Grenades/RPGs.

    Reply »
  • Blue227
    Blue227

    3/27/2009 3:49:46 AM

    You probably should have spent more time with the game before writing this review Tom. Your comments about "blobby armies" are weak - like one of those late night TV adds where a woman struggles and fusses excessively with a cupboard full of tupperware, just ready to all tumble out at her.

    You're correct in identifying a major problem with unit movement - namely that units tend to get stuck on each other when trying to sqeeze through tight spaces. This can lead to a lot of unnecessary trouble and frustration, especially when it looks like there's enough room between leading units that other units (such as Warthogs) ought to get by. And you are correct in identifying the fact that flying units do not maintain the same pace as ground units when moving together (and vice versa). This is almost entirely an issue specific to the campaign however, as there are very little in the way of tight space that you would ever squeeze through on the multiplayer maps.

    It seems relatively clear however, that you did not learn how to properly use the 'A' button before writing. In game, you use the 'A' button to select a unit. If you hold the 'A' button, an opaque circle expands about 1-2 Warthog lengths outwards from your cursor, selecting every unit that you moves it over. This allows you to "drag and select," although perhaps not as precisely as could be desired. In addition to this, if you double-tap the 'A' button (like a double-click), you can select all of the units of that type that are on screen. You also forgot to mention that you can hit RB to select all of your units on screen and cycle through unit types among that group by hitting RT. Or you can select all of your non-structure-occupying units on the map by hitting LB and have them all converge at one point or cycle through the unit types by hitting RT again and send different groups of unit types to different areas.

    Reply »
  • Pherce
    Pherce

    3/16/2009 12:29:33 AM

    Woops, accidentaly posted that twice, sorry.

    Reply »
  • Pherce
    Pherce

    3/16/2009 12:28:53 AM

    All of you who only try games, buy games, or leave them in the dust because of reviews, stop. Yah, a review is good for one persons input, info., opinnion, etc., but I wouldn't be so quick to go, "Oh, I thought this game was gonna be good. This sucks, I was gonna try it." Your all missing out on some things because you're going off of one person's thinking. Seriously, go rent the games and decide for yourself if you like the or not.

    Reply »
  • Pherce
    Pherce

    3/16/2009 12:28:39 AM

    All of you who only try games, buy games, or leave them in the dust because of reviews, stop. Yah, a review is good for one persons input, info., opinnion, etc., but I wouldn't be so quick to go, "Oh, I thought this game was gonna be good. This sucks, I was gonna try it." Your all missing out on some things because you're going off of one person's thinking. Seriously, go rent the games and decide for yourself if you like the or not.

    Reply »
  • CG-Prophet

    2/24/2009 4:00:09 PM

    @moromete:

    I would play this in a hot second if it was ported. Never say never - MS might bring this to Games For Windows.

    Reply »
  • Foe_Monkey
    Foe_Monkey

    2/24/2009 1:58:19 PM

    I was really looking forward to this. I kept hoping that someone would like it enough to convince me to buy it. Oh Well...

    Reply »
  • w1ndst0rm

    2/24/2009 9:57:12 AM

    This is one heck of a primer, Mr. Chick.

    Reply »
  • moromete
    moromete

    2/24/2009 8:53:18 AM

    Damn! It's a shame knowing that this probably will never get a PC port, especially after reading your review.

    Reply »
  • CG-Prophet

    2/23/2009 9:58:18 PM

    I tried the demo and it just didn't work for me. I can't get beyond not having a mouse and keyboard.

    Reply »

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